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fix: Oblitereated fleet numbers (by @CptMacTavish2224)#940

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EttyKitty merged 1 commit intoAdeptus-Dominus:mainfrom
EttyKitty:fix/obliterated-ships
Jul 21, 2025
Merged

fix: Oblitereated fleet numbers (by @CptMacTavish2224)#940
EttyKitty merged 1 commit intoAdeptus-Dominus:mainfrom
EttyKitty:fix/obliterated-ships

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A clone of #939 not from main.

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coderabbitai bot commented Jul 21, 2025

📝 Walkthrough

Summary by CodeRabbit

  • Bug Fixes
    • Adjusted the order of ship count updates so that chapter advantages are applied after the "Obliterated" disadvantage is processed, ensuring ship counts reflect the intended game logic.

Walkthrough

By the Omnissiah’s will, the sequence of ship count adjustments for chapter advantages "Kings of Space" and "Boarders" has been relocated to occur after the "Obliterated" disadvantage logic within the script. No new logic is introduced; only the order of operations is recalibrated.

Changes

File(s) Change Summary
scripts/scr_initialize_custom/scr_initialize_custom.gml Moved conditional increments for battle_barges and strike_cruisers (for "Kings of Space" and "Boarders") to after the "Obliterated" disadvantage block.

Estimated code review effort

1 (~2 minutes)

Possibly related PRs

Suggested labels

PR: Fix, Size: Tiny

Suggested reviewers

  • VanWeapon

📜 Recent review details

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Review profile: ASSERTIVE
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 9ce1a20 and e9e38c2.

📒 Files selected for processing (1)
  • scripts/scr_initialize_custom/scr_initialize_custom.gml (1 hunks)
🧰 Additional context used
📓 Path-based instructions (2)
**/*.gml

⚙️ CodeRabbit Configuration File

**/*.gml: - Macro constants require a space between the constant name and value. Without it, the compiler will throw an error. I.e. #macro ARR_body_parts["arm"] will crash the game, because there is no space between the array and the name of the macro.

Files:

  • scripts/scr_initialize_custom/scr_initialize_custom.gml
**/*.*

⚙️ CodeRabbit Configuration File

**/*.*: - Having humanly understandable and maintainable code is always the top most priority.

Files:

  • scripts/scr_initialize_custom/scr_initialize_custom.gml
🧠 Learnings (2)
📓 Common learnings
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:54:45.813Z
Learning: EttyKitty requested a rework of the vehicle and marine recovery system in ChapterMaster. The current system allows guaranteed recovery with enough recovery points, while the proposed system would use random chance modified by techmarine skill and item bonuses.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#938
File: scripts/scr_complex_colour_kit/scr_complex_colour_kit.gml:478-478
Timestamp: 2025-07-21T17:03:28.200Z
Learning: EttyKitty acknowledges when PRs contain scope creep and agrees that changes should be focused on the stated PR objectives, reinforcing their preference for keeping PRs narrowly scoped to their primary purpose.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#424
File: scripts/scr_flavor/scr_flavor.gml:34-36
Timestamp: 2025-03-09T02:33:43.867Z
Learning: EttyKitty prefers to keep PRs focused on their stated goals and scope, and may decline to implement otherwise valid suggestions if they're not directly related to the PR's primary objective.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the psychic power system was changed to be data-driven, with perils now able to occur on both successful and failed casts but with reduced frequency overall.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the "Psyker Abundance" advantage was renamed to "Warp Touched", "Daemon Binders" advantage was removed, and "Warp Touched" disadvantage was renamed to "Warp Tainted".
Learnt from: VanWeapon
PR: Adeptus-Dominus/ChapterMaster#725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:956-959
Timestamp: 2025-04-15T11:07:33.927Z
Learning: Negative vehicle counts (like `rhino -= 2` potentially resulting in negative values) are acceptable in the `scr_initialize_custom` function, particularly when handling chapter advantages like "Lightning Warriors". This is intentional behavior in the game's design.
Learnt from: VanWeapon
PR: Adeptus-Dominus/ChapterMaster#725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:2474-2572
Timestamp: 2025-04-15T11:03:37.154Z
Learning: In the ChapterMaster initialization code, negative values in the company structure (e.g., for vehicles like rhinos, landspeeders) are acceptable as only positive values will result in units being created.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#579
File: objects/obj_enunit/Alarm_0.gml:186-187
Timestamp: 2025-03-11T01:34:29.268Z
Learning: In the ChapterMaster game, the variable `_column_size_value` represents the physical size/mass of a column of units, calculated as (vehicles * 2.5) + (dreadnoughts * 2) + (men * 0.5), and is used for determining back row protection rules.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#579
File: objects/obj_enunit/Alarm_0.gml:200-202
Timestamp: 2025-03-11T01:38:19.874Z
Learning: EttyKitty welcomes easy, committable suggestions that improve documentation of code chunks, variables with strange names, and functions. Their codebase is generally lacking documentation, but they prioritize human-readable code above documentation.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: sprites/spr_weapon_phobos_bolt_pistol/spr_weapon_phobos_bolt_pistol.yy:26-44
Timestamp: 2025-06-16T17:08:08.239Z
Learning: EttyKitty prefers automated solutions over manual cleanup for .yy file formatting and is open to automated tools for GameMaker Studio .yy file cleanup.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#424
File: scripts/scr_powers/scr_powers.gml:20-36
Timestamp: 2025-03-13T06:18:10.295Z
Learning: In EttyKitty's code, error handling should fail loudly instead of using silent defaults. Functions should return undefined or throw errors rather than returning default values when encountering unexpected conditions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#877
File: scripts/scr_clean/scr_clean.gml:136-143
Timestamp: 2025-06-16T17:23:26.345Z
Learning: In the ChapterMaster codebase, the user EttyKitty prefers chained if statements over chained ternary operators for readability, but is open to switch statements as an alternative for multiple conditional assignments.
scripts/scr_initialize_custom/scr_initialize_custom.gml (10)

Learnt from: VanWeapon
PR: #725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:956-959
Timestamp: 2025-04-15T11:07:33.927Z
Learning: Negative vehicle counts (like rhino -= 2 potentially resulting in negative values) are acceptable in the scr_initialize_custom function, particularly when handling chapter advantages like "Lightning Warriors". This is intentional behavior in the game's design.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the "Psyker Abundance" advantage was renamed to "Warp Touched", "Daemon Binders" advantage was removed, and "Warp Touched" disadvantage was renamed to "Warp Tainted".

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the psychic power system was changed to be data-driven, with perils now able to occur on both successful and failed casts but with reduced frequency overall.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: MCPO-Spartan-117
PR: #562
File: scripts/scr_marine_struct/scr_marine_struct.gml:0-0
Timestamp: 2025-03-07T01:56:40.971Z
Learning: Marines' ages should be incremented at the year transition in obj_turn_end/Alarm_1.gml rather than calculated dynamically based on the current year and recruitment date. This ensures proper aging without retroactive application.

Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.

Learnt from: EttyKitty
PR: #649
File: objects/obj_enunit/Alarm_0.gml:289-291
Timestamp: 2025-03-31T15:41:45.611Z
Learning: GameMaker Studio's function action_if_variable(image_index, -500, 0) is auto-generated code from GameMaker's visual Drag and Drop system. It checks if image_index equals -500. In ChapterMaster, this was being used as a special flag for enemy unit movement, but wasn't triggering consistently, causing enemies to move only every other turn. The refactored code replaced this with direct function calls at specific combat stages.

Learnt from: EttyKitty
PR: #647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in scripts/scr_en_weapon/scr_en_weapon.gml is planned for a future PR, not within the scope of PR #647.

Learnt from: EttyKitty
PR: #579
File: objects/obj_enunit/Alarm_0.gml:186-187
Timestamp: 2025-03-11T01:34:29.268Z
Learning: In the ChapterMaster game, the variable _column_size_value represents the physical size/mass of a column of units, calculated as (vehicles * 2.5) + (dreadnoughts * 2) + (men * 0.5), and is used for determining back row protection rules.

🔇 Additional comments (1)
scripts/scr_initialize_custom/scr_initialize_custom.gml (1)

822-823: By the Omnissiah's wisdom, this reordering of the sacred fleet calculations is most logical.

The relocation of the "Kings of Space" and "Boarders" ship bonuses to execute after the "Obliterated" disadvantage logic ensures proper execution order. Previously, these bonuses would be nullified by the disadvantage's fleet reductions, but now they correctly augment the minimal fleet that remains after obliteration.


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@github-actions github-actions bot added Size: Tiny Type: Fix This is a fix for a bug labels Jul 21, 2025
@EttyKitty EttyKitty merged commit ee2c3c5 into Adeptus-Dominus:main Jul 21, 2025
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@EttyKitty EttyKitty deleted the fix/obliterated-ships branch July 21, 2025 17:49
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